@OP: Did you forget to consider that maybe Ascended weapons aren’t something that they intended for you to have on every single slot? Kinda like how you’re not expected to have 1-4 Legendaries on your character?
ANet fell a long way from their time of GW1 then.
“Sorry guys, we don’t expect people to have BiS items any time soon. GW1 was too fair and skill based you see? We want it to be about who is the biggest farmer”
Looking at the OP, I think people are rushing a bit too much to the Ascended stuff.
Colin has literally gone on record saying that Exotics were too easy to get, which ended up not matching their idea for BiS stuff.
Looking at the OP’s numbers, he’s got a total of 5 weapons and 32-52 hours of gameplay for the Empyreal Fragments. If he doesn’t buy Empyreal Fragments and Deldrimor Steel Ingots from the TP, he’s looking at a minimum of 6 days per weapon, for a total of 30 days. Getting 32-52 hours of gameplay within 30 days amounts to 1-2 hours a day.
Compared to various other games, being able to get BiS gear within a month and by playing as little as 1-2 hours a day is amazingly low.
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@OP: Did you forget to consider that maybe Ascended weapons aren’t something that they intended for you to have on every single slot? Kinda like how you’re not expected to have 1-4 Legendaries on your character?
Well first off, eles do not have access to weapon swapping because they already have more skills than a class with weapon swaps.
Second off, allowing multiple weapon sets wouldn’t work from a balance point of view. There would be literally zero reason not to take Sigil of Perception/Bloodlust/Corruption/Life. And what about skill cooldowns? Would you really allow for Eles to have two weapon sets with separate cooldowns? Because let me tell you, that would cause some serious issues with Water-based healing. And what about Warriors with their weapon swap cooldown reduction?
Third off, even if you somehow implemented this, the only thing that would happen is people asking for in-combat trait templates so that they can make their sets even more powerful. And guess what, that would just about break the game completely.
I like stance dancing and would be in favor of something like this, I just don’t think it’s realistic. Warriors are already in a good place, if you give them extra kit they’ll be OP and require nerfs elsewhere to compensate.
If you like stance dancing, go play an Elementalist.
One of the biggest reasons I like Warrior is because of our Burst skills. It’s got more use than Steal on Thief, it’s not as situational as the Virtues on a Guardian and it’s not as complex as the attunement swapping on an Ele.
If you want to add more F skills, I think that giving F2 and F3 that give each weapon set a single skill that is damage/support/control would be cool. Of course, the F2 and F3 skills would have to be weaker than similar F1 skills to prevent things like having Skull Crack as an F2/F3 skill.
As for the OP: I don’t really like your idea about the stances. Most likely it would result in people using the Power Stance to use a burst skill/100b/Final Thrust, then swapping to the Precision Stance to regenerate that adrenaline and repeat this process.
And honestly, transfering conditions is extremely powerful, as is evident from Sigil of Generosity being the most expensive Sigil in the game and not available in sPvP.
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There are tons of issues with developing hard content.
There’s the fact that most people will simply not do hard content. Because if it’s hard, that usually translates to tons of failures, which isn’t fun for most people. So developing hard content isn’t a good way to allocate limited developer resources.
There’s the fact that the people asking for hard content are not content with just difficulty, they also want rewards. That much is obvious with people complaining about Liadri and Fractals, both of which are typical “difficult” content but their rewards are not “up to par”.
There’s the fact that most of the new stuff will now come with achievements and that comes with the achievement locusts. If it’s hard content, the achievement locusts complain that they’re being “robbed” of points and that they’re unable to keep up with the other high AP players because of that.
I remember back in the day when you completed hard content and your only reward was “The princess is in another castle”. I sure didn’t start writing angry letters to Nintendo for that one, I just kept going on.
The Harathi Hinterlands chain ending in killing of Ulgoth is/was and probably will be one of my favorite things in this game.
It was the first time that I ran into such a large scale event, not to mention that it was the first time I saw so many players in one place at the same time. I remember repeating it over and over again when I found it. It was tons of fun. Still is.
Anyways:
Make Healing Signet life steal (10% of the ACTUAL damage dealt, half in PvE. If not strong enough, then increase the life stolen) instead of passive health per second.
I doubt that it would ever happen. The other signets with similar functionality (Signet of Malice, Signet of Restoration) have much lower amounts of healing. Unless you’re somehow dealing <2,000 damage per hit in PvE.
You don’t need to run Balanced stance with Last stand.
Last stand does what it says on its own.
That is to say, it will negate an incoming CC and give you 8s of Stability on a 90 second cooldown.
It has nothing to do with Balanced Stance, other than the trait description. That is to say, it does not require slotting Balanced Stance nor will it proc the cooldown of a slotted Balanced Stance.
In effect, the visual cue is that you’re getting stability without activating a utility skill for it.
I would think that Robert Hrouda (dungeon dev, was pretty active in those parts) recently leaving ANet has something to do with it.
Hi I have a question, I’m a Mesmer and I’m running around with 2700 armor, (1794 toughness). However Iv heard that any armor above 2000 is a waste due to some kind of cap? However i gain condition damage (Which is my primary stat) with toughness. So I’m wondering, would my damage output be better (Without losing much of my survivalbility) if i swapped out some of my toughness out for a more offensive stat combo. Am I simply overdoing it with the toughness? //Juan
Looking at your 2,000 and the fact that the base armor at level 80 is 1836/1980/2127, I am inclined to believe that what you heard was basically someone talking about going full Zerker.
There is no cap to the effect of armor, but most people in PvE do not bother with armor simply because a lot of champions and legendaries have skills that pretty much kill you in one hit regardless of how much armor you have. For example, if I’m at 2,300 armor on my Warrior getting hit for 40,000, even if I went full-on armor and ended up with 3,700 armor, I would still get hit for 25,000 damage, which is still enough to 1-2 shot me.
That is to say: if you’re already getting oneshot with full berserker, adding a ton of armor is going to make it 1-3 shots instead. Which in most people’s books isn’t worth the trade.
Of course, for PvP/WvW, armor is always good because players lack the ability to oneshot you.
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now it has neither and is a free kill. Warrior and ranger both have similar skills to rtl on cooldowns less than 20 sec with no penalty if they don’t hit anything with it.
The only skill on a Warrior that ignores Chill is Savage Leap. And let me tell you, I chased a GS warrior on my Sword/Shield warrior and I wasn’t even close to catching him.
Pretty much all of the mobility of GS on a Warrior comes from stacking -condition duration% to get rid of Chill and Cripple. Because those absolutely wreck whatever mobility a GS has.
The thing is, for PvP, you only have access to a total of -58% condition duration, which isn’t even close to the -98% that you can get in WvW. What you’re seeing in WvW is warriors benefitting tremendously from the food items that are available there.
And they have the benefit of being able to bunker to the point it takes 20+ people to drop them and STILL have that mobility and still do insane condition damage. I don’t see the harm in reversing all the nerfs to ele and putting them back where they were before given how other classes have been buffed recently. They’d still be sub-par for most things if they unnerfed rtl and the cond cleansing, and mist form.
Nice hyperbole there.
First off, condition damage on a Warrior is inferior to that of most other condi classes.
Second off, a full on healing spec will be crippled beyond repair with Poison.
Third off, as I pointed out, the biggest mobility on a Warrior comes from GS. Which isn’t a condition weapon.
Considering how abused the mechanic was in Queen’s Gauntlet, I don’t think it’s a good idea. In case you missed it, what happened was that people found the easiest, quickest boss that they could kill with 3-4 gambits and farmed the crap out of that, resulting in something ridiculous like 20g/h earnings.
And by the way, it would still fragment the player base. You would have those who play without gambits and those who play with them. For example, I could end up in a group that wants to use some gambits, but since I haven’t done the dungeon that many times, I would rather not. Now what happens? Either I speak up and possibly get kicked (see that’s fragmentation right there) or I don’t speak up and I end up with a bad experience in a dungeon.
Retaliation != Vigor.
They are both very powerful effects.
So is Protection.
So is 25 stacks of Might.
How about we give… Engineer a trait that gives them 25 stacks of Might for 5 seconds on crit?
Retaliation != Vigor.
I just tried repairing a gate in WvW only to notice that my character was spending the regular 2 supply at a time. The problem is that it should have been 8 supply.
^
No? Axe has more multipliers. Eviscerate DEFINITELY hits harder if you count Dual Wielding, Axe Mastery, Desperate Power, and Berserker’s Power.Depending on the enemy comp I would say both or just eviscerate is fine.
They both have the same damage coefficient.
As for the traits: Dualwielding/Desperate Power/Berserker’s Power are applicable to both and Axe Mastery is inferior to Blademaster unless we’re talking Unsuspecting Foe for guaranteed crits. And even then, we’re talking about at most 7% more damage.
If anything, Axes having a wider damage range (850-1050 vs 900-1000) favors them once in a while for higher damage. And of course there’s the fact that Axes are most commonly paired with a damage-oriented build.
Also, Final Thrust cleaves whereas Eviscerate does not.
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And here I was thinking you were building a die.
How sad that makes me.
Final Thrust at <50% hp has the same damage as a full adrenaline Eviscerate.
Personally, I am on a fence between the two of them. I like axe for the massive adrenaline gain and more Eviscerates, but I love the mobility that a Sword gives. And for me personally, the animation of Eviscerate is better than Final Thrust.
^
Looks like he made your Axe off-hand viable finally.Anyways, sure people do complain about Warrior sustain, but a simple nerf to its stun breaks would be suffice so that focus fire via chain CC becomes less tedious.
Oh but I actually like using Axe offhand already.
And besides, adding a trait like that would make using Whirling Axe feel… dirty. Kinda like I was cheating.
mini, you have no clue.. sword F1 immobilizes, it doesnt stun. that can be removed by condi cleanse and doesnt work with unsuspecting foe. mace stun got buffed to the current duration, burst mastery has been introduced and cleansing ire. let me repeat for you and all other people running their mouth without a clue why this build is OP:
you get 50% free crit chance for the whole 100b duration so you can sit at a very low base crit. you can do this combo every 8 seconds. because you dont have to build for precision you can stack toughness and be strong against power damage. with zerker stance, dogged march, melandru and -condi food you are immune to most conditions except from full condition bulds with lots of +duration aswell. because you have spare stats to put into crit damage the damage of the combo is actually annihilating squishys and even a tank can only take 2-3 of those, and thats in a window of 25 seconds – just enough to heal up 1 time. the counters are stability and stun breaks, but those run out very fast compared to the 8 seconds cooldown of the combo, unless you stack every slot with them. so the build is very strong against everything AND has great damage swell, read: lots of survivability against condi and power damage aswell and has GREAT damage and mobility = OP. it has basically no downside whatsoever and most people die if they get a combo one time. also it requires just 3 buttons to be pressed to kill someone.
So wait.because one broken trait we need to nerf two weapon sets? Facepalm.Tought this thread was about gs and mace not “unsuspecting foe”.Maybe next time try to qq in the correct thread?.why do all wars need to suffer .its not like aother builds need that trait so making mace useless for all builds is really stupid.
Also sword f1 is really harder to counter than stun because 1 stunbrrak removes especilly on the stun while a condition removal because of its priorities and sword also applying bleed on target , it tends not to remove the immobilize unless u use a full condi cleanse with longer cd, in wich case sword still wins cuz of a leap and immob after 8-10seconds.
A smart dps war can easil y use this.
Just remove “unsuspecting foe” lower the crit% on it or make it granfmaster trait, or noth lol.Just dont mindlesly qq about mace in itself since it has nothing op.Doing dps should be punished by being squishy and full bunk by doing none.gs/mace has nothing and actually need fixes/buff if the trait did not exist.
The thing is, Unsuspecting Foe supports many builds because it’s so low on the totem pole.
Hammer? Well, you’re going to want 30 into Defense for Dogged March, Cleansing Ire and Merciless Hammer. Oh and 30 into Discipline for Burst Mastery. Leaves you with exactly 10 points. And hammer isn’t exactly known for its stellar damage.
Currently, pretty much everyone is going 20 into Defense for Cleansing Ire. Burst Mastery has excellent synergy with that, so a lot of people pick that up. Leaves you with 20 points to play around.
So really, if you wanna go nerfy, you have three choices. First up is making Unsuspecting Foe a 20 point trait. This will result in a significant nerf to Hammers, which aren’t a source of complaint, so that doesn’t make much sense. Second up is making it Unsuspecting Foe a Grandmaster trait, which will effectively be the same as the third option of just up and removing it from the game.
My point is that the key things that make the setup work are all very sensitive to nerfs. Nerf Mace F1 and you’ll see no one using Mace. Nerf Unsuspecting Foe and you kill off hammers. Nerf GS and people will find other sources of decent damage, such as Eviscerate or Final Thrust.
Well, at least you gave up on having Spiked armor provide 10s of Protection on a 15s cooldown.
Other than that:
- Your Battle Frenzy is too strong for a passive trait. It would make Axe/Axe able to recover up to an additional 9,375 hp every 30 seconds, which you might recognize is bloody close to a full Healing Surge.
- I think that Evasive Bursts is also a bit too powerful, as it would negate the effect of interrupts on our burst skills, effectively making the telegraph on Earthshaker disappear, not to mention beefing up Kill Shot.
- Your suggest upgrade to Shield Mastery sounds like it would provide X/Shield sets with a crapton of survivability, which I am not sure is necessary. Also note that your lovechild the Guardian has 5 seconds of Protection on a 30s cooldown which is much less than your proposed idea.
- A big no on your Thick Skin. Condition damage should not be reducible. Dumb idea. Also what the hell is your obsession with traits identical to other classes?
- And finally, your Healing Surge is way OP.
Defense: Armored Attack (5% of toughness as power.) Gives a decent base power increase of about 100, plus 50 defense and healing power. Good raw stat improvement for a minor trait.
Discipline: Mobile Strikes. Also a situational skill that requires particular weapon combinations to get the most out of. Correct if I’m wrong but unless you’re running a sword MH (for the leap) then there aren’t many compelling reasons to grab this trait.
Discipline: Warrior’s Sprint. I run longbow so this will only be active half the time. But reduces need for an offhand warhorn to maintain swiftness.
Discipline: Mighty Defenses. Requires Shield to build some might stacks. Also very situational but can build a lot of might stack quick.
Armored Attack: 100 Power isn’t really that much. Most likely you have somewhere around 2000-2500 Power already. This means that even 2 boons on your enemy will provide you with 120-150 Power. And most classes have at least that many.
Mobile Strikes: I would say that Mobile Strikes is useless in WvW due to Dogged March, Melandru runes and the -condition duration% foods. Works best if you’re using a GS, as a GS has two skills that count as movement skills.
Personally, I run Warrior’s Sprint. But that’s just so that I can get a shield and not have to spam Signet of Rage.
Might Defenses provides 1 stack per blocked attack for 7 seconds. That’s pretty much going to be useless unless you manage to block some multihit skill for 5+ stacks of Might.
Colin Johnson plans for this to be the last tier of gear. Exotic was just to easy to ascertain and anet had collectively come to the decision to try at it again. Googling quotes doesn’t help your cause. We all know what they said and they know what they said.
well if you think about it, when the armor is released it will be like a new tier because you have to start grinding all over again. and as far as i remember, he said ascended was the last tier probably for this year.
One of the PAX interviews had Colin stating that in his view, Ascended should be the last tier. Here you go.
The whole “this year” thing comes from the fact that the interviewers were asking weighed questions. Basically, they were phrasing it “Will there be more tiers later this year?” instead of “Will this be the last tier of gear?”. Answering the latter with a “no” just results in people making “brilliant deductions” that it means the same as “There will be more tiers next year”. Which is obviously false.
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So taking that new idea and making the monthly just give 1% auto account mf on completion so people cant save them for last levels does that seem more fair or still too much/too little?
It might be not too much right now, but a month or two from now, it sure as heck would be a ton.
So adding the +1% monthly would be like ANet saying “Yeah, spend this month spamming Masterworks so that you can maximize the benefit for your monthly next month”.
1. Item Sets / Skins
2. Miniatures
3. Dyes
- The issue with the sets is that Transmutation Crystals and the newly added Transmutation Splitters are probably top sellers among the Gem Store items. So making them go away would be kinda suicidal. And let me tell you, the last thing you want to do is add a mechanic that a lot of people want and throw in a gem cost on it. That’s kinda like getting a sound effect with a “Have you tried buying Gems today?” pop up on your screen every time you log in.
- Minis are nice, but since they’re limited to using one at a time and they have no additional functionality, I’m not really sure that adding the ability to use them whenever we please would see much use.
- Dyes are another big seller, especially limited stuff like the Flame and Frost dyes. And have you seen how low most of the common quality dyes are? The pricy ones are pricy for a reason. I don’t think we need to make them account bound.
And before I get ad hominem thrown at me, let me just put this out here. My main has unlocked 348 out of the possibly 394 colours, with 62 (out of 82) of those being rares. Out of my 1080 hours played, 800 are on that main.
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Btw also see people use hammer mace shield which is just as cheesy so you can’t say its gs that makes it OP.
Wait a minute…
I played Mace/hammer since April (not only that and not only warrior, but you get the idea).
Nobody complained about it. At most they said it sucked.
From my experience, gameplay with that build hasn’t changed much.
NOW it has become cheesy?
Or is it just the Signet and Berserker Stance?
I would wager it’s the combination of Healing Signet’s passive and the high uptime on Daze/Stun. Both of which were recently beefed.
Then again what the hell do I know, I dislike Mace/Shield and GS, latter outside of PvE.
… It already has +25% duration, so you want it to be +5% duration? That’s pretty crappy for a major trait. And a pretty big nerf.
If you mean -20% cooldown, I would have to say two things. First off, +20% duration with -20% cooldown is a big no. Second off, -20% cooldown would be vastly superior considering that we’re talking about skills with very low uptime due to long cooldowns.
And even with that, the -20% might prove way OP with, for example, Stability. Dolyak Signet and Balanced Stanced traited would give 42% uptime on Stability. Throw in maximum boon duration (112%) and we’re talking 88% uptime on Stability. Which is pretty insane.
And I doubt that we need to power up Stances anyway, people are already running 2-3 of them.
I don’t think they should do it.
Because let’s be honest, it’s supposed to be difficult. I would wager that by the time anyone gets to 200%, that 1% from the monthly would be a significant majority of what they’d be getting, simply because the cost for going further would be quite high.
All of the updates that come out irregularly are bug fixes.
Bug fixes take priority over WvW. Especially when those bugs are gamebreaking or relating to the most recently added content.
I’m not asking for a nerf…but I’m asking for something to be done with Bloodstone dust. There is too much of it. It is account bound so it’s not sellable on the TP. Your collections tab only can hold 250 of it which I maxed in about an hour of champ farming.
Either allow us to vendor the dust we don’t want or make it tradable on the TP or reduce the amount that drops, or something. All the other materials drop much less frequently so some balancing needs to be done.
The amounts are balanced around needing 100 of them for 1 Brick. Meaning you’re looking at 500 per weapon.
ANY chest out on the landscape will give a few, and they will do so for EACH 80th level character that drops by once per day.
I did not know this, thanks. Seems like the only real challenging one is dragonite.
Not really. You get 30 if you complete a Temple and up to 25 from completing any of the big world bosses.
… In that case what would be the point of having the “Bags Shown” option in the first place?
Personally I prefer to have the bags shown for useability and aesthetics. I don’t want one big inventory, so the fact that I can click to scroll down to a specific bag with Bags Shown is a big thing for me. And personally, I am using 1 20 slot and several 18 slot bags, putting me at a total of 110 slots. Sadly, 110 is not the square of any whole number, so I could never have a perfectly square inventory with Bag Hidden.
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If they will be craftable, then most likely yes.
- Mounts have been discussed to death. And I don’t see them happening. There is simply no need for mounts with the ton of waypoints we have, not to mention that mounts in WvW could break the whole game.
- Well, they need to sell something or the Gem Store won’t work as their model for making money. And they are already selling various skins directly in the Gem Store. And no, adding more skins is not easy. First off, you need to have a design. Second off, you need to make sure the design works on all races. Third off, you need to program the dying. It’s a ton of work, some of which is purely creative, thus you cannot just churn them out ad infinitum.
- Pretty sure they’re already doing that. They’re adding, I think, three new fractals, two of which were previously dungeons in the Living Story.
- Colin said in an interview that it’s extremely unlikely that they will be making instanced content for more than 5 people.
- Again, adding more skins is not easy. And changing something that’s already been in the game for a while is always problematic. The current T3 is rare, so most people buy transmutation crystals for it. Make the T3 into Exotic and you’ll have those people complaining that they should be compensated.
- New classes, blargh. There are other things which are much simpler to do, such as allowing a wider array of weapon selection on the current profession or adding new weapons and both of those were kinda handwaved by Colin in some interview.
- No, no no. The game was designed from ground up with no healer profession. Adding one now would definitely break any resemblance of balance that we have. We already have builds that are capable of healing your allies via Water Fields, not to mention stuff like Regeneration.
- Legendaries were upgraded to Ascended stats and ANet has said that Legendary will always be at the top stat level.
- Again, they’ve said that it’s something they’re thinking of. But even if it ever happens, it’ll happen to PvP before PvE because PvP is much simpler to implement.
- Living Story has plenty of recurring content. And currently the dungeons that we have gotten will be thrown in as Fractals in the future. And besides, it’s supposed to change, so adding stuff and leaving it there is kinda going against the whole idea.
- We already have dungeons, not to mention Dynamic Levels and, as was shown with Scarlet’s invasions, they can put in endgame stuff without adding new areas.
No, as those are control effects rather than conditions.
How can I craft the new dire gear?
You can’t. It replaces Traveler, which can only be gotten from dungeons.
If the other mats are anything like this, I wouldn’t be too worried.
lol that’s hilarious… how many bags?
I suspect they will nerf it and screw anyone who doesn’t open in the next few hours…
Personally I ended up with 707 bloodstone dusts from a total of 79 bags.
that is a reasonable amount then, not much of grind. How’s Dragonites?
Dragonites are time gated. You only get them once per day per location. From:
-Temple of Orr Chests
-World Boss Chests
-WvWvW Keeps and Castles
God 8 Dragonite Ore from the Stonemist Lord.
If the other mats are anything like this, I wouldn’t be too worried.
lol that’s hilarious… how many bags?
I suspect they will nerf it and screw anyone who doesn’t open in the next few hours…
Personally I ended up with 707 bloodstone dusts from a total of 79 bags.
that is a reasonable amount then, not much of grind. How’s Dragonites?
Got none from the Deluxe Gear Boxes I had, sadly.
If the other mats are anything like this, I wouldn’t be too worried.
lol that’s hilarious… how many bags?
I suspect they will nerf it and screw anyone who doesn’t open in the next few hours…
Personally I ended up with 707 bloodstone dusts from a total of 79 bags.
Got ectos only when I salvaged the 2 exotics I had at hand.
100 Blades as a burst skill would be kinda dumb.
Currently, the rooting isn’t an issue because it’s not a burst skill. But if you made it into a burst skill, it would kinda suck. Unlike Kill Shot or Flurry, 100 Blades has nothing to even try to counteract enemies just running away from you.
It would need some tweaks but it would be better for the class as a whole. Though if you absolutely love Arcing Slice you seriously need to rethink some things.
Some pretty serious tweaks at that. Making it so that you can move while the skill channels would require completely revamping the animation. Sadly, there’s tons of rooting multihit skills that have fabulous mechanics, such as Zealot’s Defense, Pistol Whip and Blurred Frenzy, but I don’t think any of those would work as a burst skill.
As for Arcing Slice, I sometimes use it. But only because I am running Cleansing Ire.
Again the matter at hand is the fact that Skullcrack>100b is too powerful.
Yes 100b would need some tweaks, varying from mobility to cast time to actual damage. Many things could be changed about it. But the current problem is Skullcrack>100b.Well, if you ask me, there’s four things that make the setup work.
- The stun duration Skull Crack was increased from 2s to 3s. That’s a difference between half of a 100b to majority of a 100b.
- The Sigil of Paralyzation has funky rounding.
- The cooldown on Skull Crack can be as low as 7.75s.
- 100 Blades is not a burst skill.
Solve any of the first three and you’ll see the build crumble. Personally I don’t think they’re going to do something about Sigil of Paralyzation simply because without the funky rounding it’s a useless Sigil.
If I had the power to change something, I would put Skull Crack back at 2s base, with 3s with Sigil of Paralyzation and see how that ends up.
But if they made 100 blades into a Burst skill, I think people would start experimenting with Skull Crack into Eviscerate. Or Skull Crack into Final Thrust. The former has a bit more damage if your foe has >50% hp and can be executed twice as often, whereas the latter has vastly superior damage (3.0 coefficient instead of 2.0) at <50% hp, but can only be executed once every 15 seconds. Throw in axe autoattack and Sharpened Axes and you could push it even higher.
I agree and disagree and here is why.
While all for would definitely nerf the combo. The first three would also completely lower the effectiveness of Mace itself. While the fourth only nerfs the combo.
Well, changing 100 blades to a burst would come with certain implications:
- 7.75-10s cooldown on 100b, up from 6.4/8.0s that it is currently.
- Being thakittens a burst skill, it would drastically lower the dps of the PvE meta 30/0/0/10/30 build.
- Similarly, because it’s a burst skill, it could benefit from burst-related traits such as Building Momentum, Burst Mastery and Critical Burst. The latter two would significantly boost the damage output of 100b.
Granted, the first two are nerfs to the already powerful PvE dps of Warriors so it wouldn’t change much, but the fact that you could use Burst Mastery for an additional 10% damage and Critical Burst for an additional 10% crit would be rather significant.
100 Blades as a burst skill would be kinda dumb.
Currently, the rooting isn’t an issue because it’s not a burst skill. But if you made it into a burst skill, it would kinda suck. Unlike Kill Shot or Flurry, 100 Blades has nothing to even try to counteract enemies just running away from you.
It would need some tweaks but it would be better for the class as a whole. Though if you absolutely love Arcing Slice you seriously need to rethink some things.
Some pretty serious tweaks at that. Making it so that you can move while the skill channels would require completely revamping the animation. Sadly, there’s tons of rooting multihit skills that have fabulous mechanics, such as Zealot’s Defense, Pistol Whip and Blurred Frenzy, but I don’t think any of those would work as a burst skill.
As for Arcing Slice, I sometimes use it. But only because I am running Cleansing Ire.
Again the matter at hand is the fact that Skullcrack>100b is too powerful.
Yes 100b would need some tweaks, varying from mobility to cast time to actual damage. Many things could be changed about it. But the current problem is Skullcrack>100b.
Well, if you ask me, there’s four things that make the setup work.
- The stun duration Skull Crack was increased from 2s to 3s. That’s a difference between half of a 100b to majority of a 100b.
- The Sigil of Paralyzation has funky rounding.
- The cooldown on Skull Crack can be as low as 7.75s.
- 100 Blades is not a burst skill.
Solve any of the first three and you’ll see the build crumble. Personally I don’t think they’re going to do something about Sigil of Paralyzation simply because without the funky rounding it’s a useless Sigil.
If I had the power to change something, I would put Skull Crack back at 2s base, with 3s with Sigil of Paralyzation and see how that ends up.
But if they made 100 blades into a Burst skill, I think people would start experimenting with Skull Crack into Eviscerate. Or Skull Crack into Final Thrust. The former has a bit more damage if your foe has >50% hp and can be executed twice as often, whereas the latter has vastly superior damage (3.0 coefficient instead of 2.0) at <50% hp, but can only be executed once every 15 seconds. Throw in axe autoattack and Sharpened Axes and you could push it even higher.
(edited by Olba.5376)
I think that the timegate is in place simply to avoid the rich people from outright buying their way into Ascended weapons on the first day.
Because let’s be honest, there are tons of people who are hoarding stuff in preparation for this.
I think the Assassin prefix will see use in low precision power builds. Currently the only combination with a major precision stat is Rampager, which is condi-centric.
As for the Dire prefix, I’d predict it’ll see use with condi specs. It’s a condi major with two defensive stats. So unless your build uses on-crit stuff and/or has major healing, I would say Dire is the best option.
100 Blades as a burst skill would be kinda dumb.
Currently, the rooting isn’t an issue because it’s not a burst skill. But if you made it into a burst skill, it would kinda suck. Unlike Kill Shot or Flurry, 100 Blades has nothing to even try to counteract enemies just running away from you.
It would need some tweaks but it would be better for the class as a whole. Though if you absolutely love Arcing Slice you seriously need to rethink some things.
Some pretty serious tweaks at that. Making it so that you can move while the skill channels would require completely revamping the animation. Sadly, there’s tons of rooting multihit skills that have fabulous mechanics, such as Zealot’s Defense, Pistol Whip and Blurred Frenzy, but I don’t think any of those would work as a burst skill.
As for Arcing Slice, I sometimes use it. But only because I am running Cleansing Ire.
100 Blades as a burst skill would be kinda dumb.
Currently, the rooting isn’t an issue because it’s not a burst skill. But if you made it into a burst skill, it would kinda suck. Unlike Kill Shot or Flurry, 100 Blades has nothing to even try to counteract enemies just running away from you.
Will Asc. crafting be time-gated per account?
in Super Adventure Box: Back to School
Posted by: Olba.5376
I sure hope that the time gating is based on an account.
After all, there are people with literally dozens of alts. It would result in those people getting tremendous benefits while people with no alts would get shafted.
I would think that a big part of why a lot of the larger bosses don’t move has to do with the environment they’re spawned in.
For example, can you imagine the Fire Elemental moving in the reactor? I sure can’t, it’s too tiny. On the other hand, if Shatterer was constantly taking flight across the rather flat Blazeridge Steppes, people would probably stop doing it because of the amount of time you would spend running after it.
And if you were going to make them able to walk, that might just end up as a massive aoe knockdown fest. And we know that no one likes that.
Nah, make axe 3 a pull.
That would have to come with an increase in the cooldown time, considering that all of the pull skills in the game have at least a 12s cooldown, most of them 15s+.
Nah, leave it. Change offhand axe 4 to a gap closer. That way you can run dual axes and not look like a kittening moron while being kited to pieces by an engineer.
Well, either you would have to make it require a target or you would’ve just made Sword/Axe into a full-on bunnyhopping set.
And it’s not like no one ever uses axes. It’s still the go-to weapon for PvE and cyclone axe sees plenty of use.
(edited by Olba.5376)